As in since no one commented on this, we're going to have all of these and only these? For example the getting hurt frame was not there.

Also, there seems to be a technical restriction which is driving our artists nuts: spriteset layering. We need to be able to give our animation artists control over that or it's going to seriously impair animation design here. Any estimation for how soon this would be done since it is also a technical block for releasing CR1?

As in since no one commented on this, we're going to have all of these and only these? For example the getting hurt frame was not there.

Also, there seems to be a technical restriction which is driving our artists nuts: spriteset layering. We need to be able to give our animation artists control over that or it's going to seriously impair animation design here. Any estimation for how soon this would be done since it is also a technical block for releasing CR1?

We need to design a system that will give us more control before we can implement it.

I have a idea in my head about how we can do it, but I have not looked into seeing if its practical

Don't go that far, there is no way we can pixel all those movements, what I meant is we should pick some of the basic movements, (like walk, seat, dead...) plus sword as a first task, then we can add a new set of movements. that list can determine what is first and then stick to that until is done.

Dodge animations can be recycled from phases of other animations if necessary. Otherwise you just move the sprite around a bit without new sprite shapes required. The same should go for getting hit animations.

Shield block effects can be done with a shield particle effect to save frames.

Special attacks should also rely on gimmicks (particle effects, frame recycling, moving the sprite) to fool the eye, not on actual base sprite animation.

Stun, push and others should also rely on frame recycling. That is if we even will need stuff like push. This would IMO fall into specials anyway.

So, to summarize a bit:

Stand
Walk
Sit
Dead
Run (necessary?)

Dagger attack
One hand swing attack with shield potential
Two hand swing attack
Attack animation for weapons which have a long stick in them

Bow
Crossbow/gun (necessary?)

Prepare magic
Cast magic (1 frame?)

Everything else I see as doable via gimmicks which do not drive our equipment artists insane. Minimalism is a really good goal here.

If I missed something or if you oppose anything, let me know. We need to sort this out.

I would be interested in some outline work. I am going to make the current player set an outline and see what I can do from there. If anyone disagrees with me about a new animation tell me what you suggest. For now I think I will work on this and If fother_j comes back my work may be disregarded and cr1 player-sets will continue off him but may barrow off of my attempted contribution. I hope nobody minds but I think we need to push this forward.